The Star Wars Saga Edition RPG Databank

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Archive for the ‘Force’ Category

Influence Prodigy

Sunday, February 26th, 2012

Designed by TromblyJoM

This talent is designed for use with the Alter Talent Tree

When you take the Force Training feat and select mind trick as one of your Force powers, you can also select one extra power to add to your Force Suite for free. This power must be one of the powers affected by the Influence Savant talent. You can gain only one extra power each time you take the Force Training feat, regardless of how many times you choose the mind trick power.

 Prerequisite: Influence Savant.

Posted in Alter Talent Tree, Force Talents | No Comments »

Flowing Water [lightsaber form]

Thursday, December 29th, 2011

Designed by jadenkorr


Flowing Water [lightsaber form]

As your opponent withdraws his blade, you lunge. Time: Reaction. Target: You and one target that has just negated half or all of the damage from one of your lightsaber attacks, except with Negate Energy or Obscure.
Make a Use the Force check.
The result of the check determines the result, if any.

DC 15: Make a single lightsaber attack against the target, who is flat-footed.
DC 20: As DC 15, but your target may not make any reactions to your attack.
DC 25: As DC 20, but your target moves -1 step along the condition track if hit.

Special (Juyo): If you have the Juyo talent, you may reroll your attack if it fails, keeping the second result. This effect stacks iwth the normal use of the Juyo talent.

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Falling Leaf [lightsaber form]

Thursday, December 29th, 2011

Designed by jadenkorr


Falling Leaf [lightsaber form]

Spinning your feet, you slash from the sky to cut down a reckless foe. Time: Reaction. Target: You and one target that has just moved into your threatened area, even by a charge.
Make a Use the Force check.
The result of the check determines the result, if any.

DC 15: Make a single lightsaber attack against the target. This counts as an Attack of Opportunity.
DC 20: As DC 15, but your target his also considered flat-footed for the duration of the attack.
DC 25: As DC 20, but your attack also deals +2 dice of damage.

Special (Ataru): If you have the Ataru talent, using the Force power does not count towards your limit of Attacks of Opportunity this round. Additionally, you may spend a Force point to activate battlestrike immediately as a free action.

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Memory Rub

Monday, December 26th, 2011

Designed by jadenkorr

You can warp a creature’s memory. Time: Standard action; Targets: A living creature within 12 squares and line of sight.
Make a Use the Force check.
If your Use the Force check result equals or exceeds the targets Will Defense, you may distort one piece of information in the target’s mind, such as a contact’s name or a password. Alternatively, you may create a gap that is 30 seconds in length or less in his/her memory. This gap begins this turn, and while the target will act normally, he/she will not remember his/her actions.

Special: You may spend a Force Point to distort two pieces of information or double the length of the gap in the target’s memory.

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Soresu Sweep [lightsaber form]

Monday, November 9th, 2009

Designed by jadenkorr

Soresu Sweep [lightsaber form]

With one stroke of you lightsaber, you can deflect multiple shots. Time: Reaction. Target: One or more incoming ranged attacks.
Make a Use the Force check.
The result of the check determines the result, if any.

DC 15: Make a single Use the Force check at a -5 penalty and compare it to the attack roll of any ranged attack made against you.. If your Use the Force check equals or exceeds the attack roll, you take no damage; this effect lasts until the start of your turn. However, you cannot make any normal Deflect attempts until the start of your turn, and you cannot use Redirect Shot to supplement this Force Power.
DC 20: As DC 15, but the penalty decreases to -3.
DC 25: As DC 20, but the penalty decreases to -1.

Special (Soresu): If you have the Soresu talent, you you may spend a Force point at the time of activation to reroll this check as though you were using the Deflect talent.

Posted in Force Powers | 2 Comments »

Alter Friction

Saturday, November 7th, 2009

Designed by jadenkorr

Using the Force, you can increase the amount of friction between yourself and a surface, slowing your descent. Time: Swift action Targets: You and a surface you are touching.
Make a Use the Force check.
The result of the check determines the result, if any.

DC 15: When adjacent to a surface that is vertical or less steep, you descend at a rate of 3 or more squares (your choice) per turn. Both your hands and feet must be in contact with the target surface. As a move action on your turn, you may jump off, though you are not treated as having a running start.
DC 20: As DC 15, except your rate of descent slows to 2 or more squares (your choice) per turn.
DC 25: As DC 15, except your rate of descent slows to 1 or more square(s) (your choice) per turn. Additionally, you need only have one hand in contact with the surface.

Special: You may maintain this power from round to round as a Move action, making a new Use the Force check at the start of each turn. If you take damage, you must make a new check with a DC equal to 15 + damage taken or this effect ends immediately.
You may spend a Force Point to activate this Force Power as a reaction, even if it is not your turn.
Alternatively, you may spend a Force Point to completely stop descending for one round.

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Kas’im’s Lightsaber Sequences

Saturday, October 3rd, 2009

Designed by jadenkorr

Kas’im was a Twi’lek Sith during the New Sith Wars, particularly during Darth Bane’s rise to power. He devoted his life to all elements of lightsaber combat, and Lord Kaan made him the Blademaster of the Korriban Sith Academy. The rank was equivalent to the Jedi rank of Battlemaster, and he taught all of the students the art of lightsaber dueling. He favored a method of fighting know as lightsaber sequences – series of different choreographed attacks – that eliminated the time spent thinking between individual blows and counters. Many duelists consider the sequence method to be superior.

Although lightsaber sequences are never actively taught by the Jedi Order in any era, such teachings can be found in the archives, mixed with tomes of Sith writings, or in older holocrons that were created when the Sith were more common enemies. While the training itself is not evil, much of the writings and concepts are littered with information on the Dark Side, anger, and hatred, so younger trainees will not usually have access to them.

The following Lightsaber Training Regimens may be selected whenever a character would normally be able to add a new one to their collection, but only if he/she can access information on lightsaber sequences.

Kas’im’s First Sequence

Kas’im’s first sequence teaches the practitioner to chain attacks together smoothly, not thinking about each move individually, but as each attack and counter as part of the greater whole of the duel. The student moves through a number of different series of lightsaber attacks, called sequences, against an imaginary opponent, honing the angle and speed of attack. Time: 1 hour. Target: You. Requirements: Lightsaber or Pelko barb training saber.

Make a Use the Force check. The result of the check determines the effect, if any.

DC 13: Your sequences are hesitant, but better. Whenever you use the full-attack action to attack with a lightsaber, you reduce the penalty to your attack rolls by 1.
DC 18: Your sequences are smooth, but lack speed. Whenever you use the full-attack action to attack with a lightsaber, you reduce the penalty to your attack rolls by 2.
DC 23: Your sequences are fluid and fast. Whenever you use the full-attack action to attack with a lightsaber, you reduce the penalty to your attack rolls by 3.

Kas’im’s Second Sequence

Kas’im’s second sequence further hones the practitioner’s precision during sequences, particularly during follow-up attacks, wearing on an opponent. The student works on making attacks that an opponent will find hard to block. Time: 2 hours. Target: You. Requirements: Lightsaber or Pelko barb training saber.

Make a Use the Force check. The result of the check determines the effect, if any.

DC 18: Your attacks are inaccurate, but powerful. Whenever you make multiple attacks with a lightsaber against a single target in a single round, you may spend a Force Point as if adding to the attack roll, but instead deal damage equal to the result to the target at the end of your turn.
DC 23: Your sequences take more effort to stop. Whenever you make multiple attacks with a lightsaber against a single target in a single round, you may spend a Force Point as if adding to the attack roll, but instead deal damage equal to the result to the target at the end of your turn. Additionally, you gain 1 temporary Force Point that can only be used in this way. If this Force Point is not spent by the time this effect ends, it is lost.
DC 28: Your sequences wear down the toughest foes. Whenever you make multiple attacks with a lightsaber against a single target in a single round, you may spend a Force Point as if adding to the attack roll, but instead deal damage equal to the result to the target at the end of your turn. Additionally, you gain 2 temporary Force Points that can only be used in this way. If these Force Points are not spent by the time this effect ends, they are lost.

Kas’im’s Third Sequence

Kas’im’s third sequence breaks down the previously learned sequences into separate attacks, allowing partial sequences to be used when there is little time for a full series of blows. The student practices starting and stopping sequences at different intervals, mastering smaller sets of attacks. Time: 3 hours. Target: You. Requirements: Lightsaber or Pelko barb training saber.

Make a Use the Force check. The result of the check determines the effect, if any.

DC 23: You lose your place several times and must begin the particular attack again. Whenever you make an attack of opportunity with a lightsaber against a target that you attacked one or more times during the last round, you gain a +1 Force bonus on your attack roll.
DC 28: You improve a number of sequence portions, but need to work on others. Whenever you make an attack of opportunity with a lightsaber against a target that you attacked one or more times during the last round, you gain a +2 Force bonus on your attack roll.
DC 33: At the slightest opportunity, you can perform a short volley of attacks. Whenever you make an attack of opportunity with a lightsaber against a target that you attacked one or more times during the last round, you gain a +3 Force bonus on your attack roll. Additionally, you gain the benefits of the Combat Reflexes feat while wielding a lightsaber.

Kas’im’s Fourth Sequence

Kas’im’s fourth sequence teaches the practitioner to switch between many different sequences rapidly, hammering opponents with a relentless cascade of a attacks. The student moves through numerous sequences without rest, focusing on flowing between them as though each were a single attack. Time: 3 hours. Target: You. Requirements: Lightsaber or Pelko barb training saber.

Make a Use the Force check. The result of the check determines the effect, if any.

DC 26: With some pause, you can perform nearly fifty separate sequences. Whenever you use battle strike, the bonus to attack rolls against that particular target lasts until you end your turn without having made any attacks against the target.
DC 32: You can perform at least seventy sequences continuously. Whenever you use battle strike, the bonus to attack rolls against that particular target lasts until you are no longer adjacent to the target.
DC 38: You can perform over a hundred sequences with burring speed. Whenever you use battle strike, the bonus to attack rolls against that particular target lasts until you are no longer adjacent to the target. If the target uses the Withdraw action, you may spend a Force Point to move to the nearest adjacent space to the target, and this effect continues as though neither you nor the target had moved.

Posted in Force | 8 Comments »

Theran Listeners

Wednesday, September 30th, 2009

Designed by jadenkorr

History

In 702 BBY, a group of political prisoners from the Grissmath Dynasty were sent to the penal colony on Nam Chorios in the Meridian Sector, a bleak world of crystal deserts. Eventually, the penal colony, little more than surface-to-air guns to prevent unauthorized flights offworld, was effectively disbanded and became a settlement called Hweg Shul. The descendants of the prisoners eked out a living on the world, though it had few resources, except for the abundant “spook” crystals that created random electrical storms, and the drochs that Hutts consider a delicacy.
Theras, one of the farmers in the settlement who was known to be a crackpot, claimed he had a dream in which the crystals of Nam Chorios spoke to him, saying that to prevent the escape of the drochs, no ships could ever leave the planet. By 19 BBY, his followers, now called “Oldtimers,” had taken control of the gun emplacements to prevent anyone from leaving. Seti Ashgad was exiled to Nam Chorios, met with Beldorion, a failed Hutt Jedi, and discovered that the spook crystals unique energy distribution properties could be used to create CCIR (Centrally Controlled Independent Replicant) systems in droids.
Ashgad found that Beldorion, essentially the dictator of the planet, was being manipulated by Dzym, a mutated humanoid Droch. A deal was struck, and while the exiled hyperdrive technician would begin trading crystals to other worlds (providing the drochs with means of escape), Dzym would use the strange abilities of his kind to prolong Ashgad’s life. Little did he know that drochs create the Death-Seed Plague, a fast-acting fatal disease that had, in the past, wiped out the Meridian Sector. The only weakness of the drochs’ was their infertility when exposed to light, which the numerous spook crystals amplified enough to prevent an outbreak.
Ashgad formed the Rationalist party with the Hutt, and they opposed the Oldtimers, who would not give their true reasons for enforcing such drastic isolationist policies. Even as they seized control of the gun emplacements, Luke and Leia arrived to end the conflict. The latter engaged Beldorion in a lightsaber duel, killing him, while Luke discovered the Oldtimer Theran Listeners, who explained the true nature of the spook crystals, better known as Tsils. The Tsils were fully sentient, and they amplified any use of the Force into the electrical storms that plagued the surface of Nam Chorios.
During the fighting, Dzym finally acquired a starship to reach the stars, where, no longer weakened by the Tsils and their light amplification, he could spread the Death-Seed Plague to the whole galaxy. in response, the Tsils launched their only offense, combining their power into a massive electrical storm that destroyed Dzym and his shuttle.
In the aftermath, the Theran Listeners taught Luke what they knew, and later, they taught Jacen Solo their techniques. They now make a few exceptions to the isolationist laws, but those leaving must go through intense security measures.

Building a Theran Listener

Theran Listeners are few and far between, and they almost never leave Nam Chorios. Finding a reason for your character to have left the world is the hardest part of your concept. Did he/she choose to leave the planet to join the Jedi Order? Or was he/she sent away by the teachers, and if so, why? Another possibility is that your character, like Jacen, sought them out intentionally.
Aside from the talent tree presented below, many Listeners are skilled in healing and foresight, so they take talents like Force Perception and Visions, and Force Powers like Farseeing and Vital Transfer. Many also take Negate Energy, as they have learned to walk through the electrical storms of the Tsils unaffected.

Theran Listeners Talent Tree

As one of the Listeners, you can enhance your hearing with the Force, in addition to creating effects similar to those of the Tsil.

Farhearing

Your listening techniques extend to visions as well. Whenever you successfully use Farseeing, you may immediately make a Use the Force check to eavesdrop or listen as a reaction as though you were the target.

Prerequisite: Farseeing, Theran Force Listening

Light of the Tsils

Through the Force, you can amplify light. As a full-round action, you may make a DC 10 Use the Force check to triple the range of any light source that you are touching for a number of minutes equal to your Wisdom modifier (minimum 1). If a light has no expressed range, such as a datapad screen, it effects all adjacent squares.

Sickening Wave

You have learned to mimic the storms of the Spook Crystals. Once per encounter, as a full-round action, you may make a Use the Force check against the Fortitude Defense of all targets within 2 squares. If your Use the Force check equals or exceeds a target’s Fortitude Defense, he/she moves -1 step along the condition track and takes 2d6 ion damage.

Theran Force-Listening

You can hear through the Force rather than your ears. You may substitute a Use the Force check for a Perception check to eavesdrop or listen. Additionally, you may spend a Force Point as a free action to gain two of the following benefits for a number of minutes equal to your Wisdom modifier (minimum 1):

-Ignore the penalties for being in noisy and very loud areas.
-Ignore walls and other obstacles for purposes of making Perception checks to eavesdrop or listen.
-Understand languages that you are not proficient in.
-Gain the ability to use eavesdrop to listen in on any form of telepathy that originates within 24 squares as a reaction.
-Halve all penalties to your checks made to eavesdrop or listen that are derived from distance

Wild Storms

Just like the Tsils, you can create storms from another’s use of the Force. Whenever you are the target of a Use the Force check, you may spend a Force Point to activate Sickening Wave as a reaction, and it does not count towards the once per encounter limit.

Prerequisite: Sickening Wave

Posted in Force Tradition | No Comments »